The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Not a Zombie on April 24, 2010, 09:31:30 PM

Title: TLHH DC Project: The Great Eye - Men
Post by: Not a Zombie on April 24, 2010, 09:31:30 PM
Let me know if these are way off base...


[3] Looting Dunlander [men]
Minion*Man
Strength: 8
Vitality: 2
Site number: 4 (or 3?)
Dunland.
When you play this minion, if you can spot another Dunland minion or a [Dunland] man, you may play an [men] or [Dunland] support area possession from your discard pile.
MEC01

[2] Corsair Underling [men]
Minion*Man
Strength: 6
Vitality: 2
Site number: 4
Corsair.
When you play this minion, you may exert him and another Corsair to reinforce two [Raider] or [Men] tokens.
MEC02

[5] Unrelenting Southron [men]
Minion*Man
Strength: 13
Vitality: 3
Site number: 4
Southron.
Shadow: If you have initiative, exert this minion twice to play a possession from your discard pile.
MEC03

[6] Army of Easterlings [men]
Minion*Man
Strength: 11
Vitality: 3
Site number: 4
Easterling.
This minion is strength +1 for each burden you spot.
MEC04

[1] Dunland Axe [men]
Possession*Hand Weapon
Strength: +2
Bearer must be a [Dunland] or [men] man.
Each time bearer wins a skirmish, you may play a [Dunland] or [men] man from hand, that man is Fierce and Damage +1.
MEC05

[1] In Our Path [men]
Condition*Support Area
Resistance: -1
If your [men] man wins a skirmish, transfer this condition to the losing character. Each time bearer is assigned to a skirmish, you may replace the fellowships current site.
MEC05

This could be play the next site instead, not sure which would be better

[1] Combined Strength [men]
Event*Skirmish
Make an [men] or [Raider] or [Dunland] man strength +1 for each of the following keywords you spot: Raider, Dunland, Corsair, Easterling.

I know its not a search, I made the uncommon event search instead.

MEC07

[4] Force of Dunland [men]
Minion*Man  
Strength: 11
Vitality: 3
Site number: 4 (or 3?)        
Dunland.
Skirmish: If at a plains site, exert this minion to make a [Dunland] man or another [Men] man strength +2.
MEU01

[2] Bree Ruffian [men]
Minion*Man
Strength: 6
Vitality: 2
Site number: 2
Each Search card is twilight cost -1.
MEU02

[4] *Southron Marshal [men]
Minion*Man
Strength: 10
Vitality: 2
Site number: 4
Southron.
Maneuver: Exert this minion to wound an unbound companion. The free peoples player may exert an unbound companion with higher resistance to prevent this.
MEU03

[5] *Easterling Marshal [men]
Minion*Man
Strength: 11
Vitality: 3
site number: 4
Easterling.
While you can spot a companion with resistance 0 or less, each Easterling cannot take wounds.
MEU04

[2] Corsair Ship [men]
Possession*Support Area
When you play this possession, add an [men] token here for each of the following keywords you spot: Easterling, Southron, Dunland, Corsair.
Regroup: Remove 2 tokens from this possession to make the free peoples player exert a companion or add a burden.
MEU05


(1) Take the River! [men]
Event*Skirmish
Search.
Make a Corsair or an [Evil men] man strength +2.
If you have initiative, play this event from your discard pile then remove it from the game.
MEU01Event

Maybe on bottom or top of deck instead

[4] *Corsair Commodore [men]
Minion*Man
Strength: 9
Vitality: 3
Site number: 4
Corsair.
While the fellowship is at a river site, each Corsair is strength +1 for each [men] support area possession you spot.
MER01

[5] Southron Fletcher [men]
Minion*Man
Strength: 10
Vitality: 3
Site Number: 4
Southron.
Each Southron is an Archer.
MER02

[4] Easterling Madman [men]
Minion*Man
Strength: 10
Vitality: 3
Site Number: 4
Easterling.
Regroup: Spot another Easterling and heal and exhausted companion to add a burden.
MER03


[2] *Initiation [men]
Condition*Support Area
For each of the following keywords you spot, the Free Peoples player must have an additional card in hand to have initiative: Corsair, Easterling, Southron, Dunland.
MER04                        

[1] Affinity [men]
Event*Shadow or Maneuver
Make each [men] man gain one of the following keywords until the end of turn: Corsair, Easterling, Southron, Dunland.
MER06                      
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Cw0rk on April 25, 2010, 06:03:13 PM
A Dunland keyword? Did it exist before?
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Not a Zombie on April 25, 2010, 07:30:53 PM
No it didn't. Much of the discussion on previous topics said that rather than making dunland culture cards, just add the dunland keyword (or something) the other way to go would look something like this:

[2] Dunland dude [men]
Strength: x
vit: y
site: 4
Damage +1 [dunland]

So the culture would just be another keyword. All these cards could easily be turned into that, which is intentional. I figured I'd let others help decide though.
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 27, 2010, 04:15:59 AM
Yes I think the culture keyword is definitely the way to go. Let me post the important information for [Men] here:

Card IDNotes #1            Notes #2            Notes #3
MEC01Minion            Dunland            
MEC02Minion            Corsair            
MEC03Minion            Bree            
MEC04Minion            Easterling            army
MEC05Possession            weapon            
MEC05Condition            engine            resistance
MEC07Event            search            pump
MEU01Minion            Dunland            army
MEU02Minion            Bree            
MEU03Minion            Southron            
MEU04Minion            Easterling            
MEU05Possession            ship?            
MEU06Event                        
MER01Minion            Corsair            army
MER02Minion            Southron            
MER03Minion            Bree            
MER04Condition                        
MER06Event                        

The culture's strengths:

[Men]
1) plains, events, skirmish wounding, threats, *fetch*, ambush, archery, *search*, raider keywords, *traitor*, culture tokens
2) battleground, possessions, pumps, site control, fierce, *stealth*, possession discard, mounts
3) *sanctuary*, damage, *engines*, resistance, *follower discard*, alliances


Thinking about the themes of the set actually, do we want more Breelanders? I think we probably do given that one of our main themes is The One Ring and searching...
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: simplegarak on April 27, 2010, 09:32:20 AM
This could be play the next site instead, not sure which would be better

No, current site is best since these shadows prefer fighting on plains, etc.

[4] *Southron Marshal [men]
Minion*Man
Strength: 10
Vitality: 2
Site number: 4
Southron.
Maneuver: Exert this minion to wound an unbound companion. The free peoples player may exert an unbound companion with higher resistance to prevent this.

Higher resistance that what?
Probably should phrase it: "The Free Peoples player may exert an unbound companion with greater resistance than the target companion to prevent this."

Though obviously I have to ask: 1) why wouldn't this card always target the highest resist person in the first place?  2) why not allow higher or equal resist to prevent?

[5] *Easterling Marshal [men]
Minion*Man
Strength: 11
Vitality: 3
site number: 4
Easterling.
While you can spot a companion with resistance 0 or less, each Easterling cannot take wounds.
MEU04

Can we please say "except during skirmish"?  Easterling polearm still gives me nightmares (and was the only reason I didn't play Dwarves for a few years).

[2] Corsair Ship [men]
Possession*Support Area
When you play this possession, add an [men] token here for each of the following keywords you spot: Easterling, Southron, Dunland, Corsair.
Regroup: Remove 2 tokens from this possession to make the free peoples player exert a companion or add a burden.

Maybe phrase it as: "add a burden, the freep player may exert a companion to prevent this."

(1) Take the River! [men]
Event*Skirmish
Search.
Make a Corsair or an [Evil men] man strength +2.
If you have initiative, play this event from your discard pile then remove it from the game.

Maybe on bottom or top of deck instead

You mean where you place it?
Also, should be "you can" or "you may" play this event.
However, making a flat +2 removed from game is kind of severe, I'd either add (or a bonus) to the pump or stick it under the draw deck.

[5] Southron Fletcher [men]
Minion*Man
Strength: 10
Vitality: 3
Site Number: 4
Southron.
Each Southron is an Archer.

Ouch?  Considering how many dirt cheap southrons there are in movie block, this guy would just get sick fast.  Should be some kind of condition on his boost.

[4] Easterling Madman [men]
Minion*Man
Strength: 10
Vitality: 3
Site Number: 4
Easterling.
Regroup: Spot another Easterling and heal and exhausted companion to add a burden.

Hmmm... I'm pretty sure I can break this to result in instant corruption.  I'll have to start digging through my cards though (I wasn't a big [Raider] player).
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 27, 2010, 03:17:38 PM
I've put a focus in most of the threads to try and give us some clear direction. Given we're talking about Nazgûl in the other thread, in this one I want to see some designs for MEU02 - the Breelander. He should have synergy with [Wraith], be that subtle or overt (perhaps even an alliance card). He could be a Bill Ferny or a Harry Goatleaf or another named Breelander.

Thranduil
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Cw0rk on April 28, 2010, 08:13:55 AM
I think there should be more Breelanders à la Southern Spies. Perhaps you could sacrify some Dunland minions?
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 28, 2010, 08:15:50 AM
I think there should be more Breelanders à la Southern Spies. Perhaps you could sacrify some Dunland minions?
I half agree. On the other hand, Breelanders only fit with [Wraith] or perhaps [Sauron] whereas we need the Southrons, Easterlings, Corsairs and Dunlendings to tie in with [Raider] and [Dunland]. I think perhaps we should cut down more on some [Raider] guys.
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 28, 2010, 06:15:48 PM
I think there should be more Breelanders à la Southern Spies. Perhaps you could sacrify some Dunland minions?
I half agree. On the other hand, Breelanders only fit with [Wraith] or perhaps [Sauron] whereas we need the Southrons, Easterlings, Corsairs and Dunlendings to tie in with [Raider] and [Dunland]. I think perhaps we should cut down more on some [Raider] guys.
DONE! Added some breelanders.

So now I want some designs for:

MEC03
MEU02
MER03


Presumably the rare one should be Bill Ferny or Harry Goatleaf (a unique one please :roll: ). A [Wraith] alliance perhaps?

Thranduil
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: chompers on April 29, 2010, 03:27:33 AM
Been thinking about Breelanders and it seems to make sense to reference dwellings. Has there ever been a free minion other goblin runner? I guess there probably has been.

MER02/3 ?

[2] * Bill Ferny, Informant [Men]
Minion * Man
Strength: 4
Vitality: 1
Site: 2
When you play Bill Ferny at a dwelling site add [2].
Assignment: Discard Bill Ferny and remove [2] to assign a [Wraith] minion to the companion with the lowest strength. (If two or more are tied for the lowest, choose one). If that companion is the ring-bearer, they may wear the One Ring until the regroup phase to prevent this.

I don't know if this is worded right - particularly the last part about the RingBearer. Couldn't work out how to get Alliance [wraith] to work with this concept as I don't think it makes sense to assign [men] using this game text.

Any good? Seems rare if nothing else.
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 30, 2010, 03:45:13 AM
MER03
[2] * Bill Ferny, Informant [Men]
Minion * Man
Strength: 4
Vitality: 1
Site: 2
When you play Bill Ferny at a dwelling site add [2].
Assignment: Discard Bill Ferny and remove [2] to assign a [Wraith] minion to the companion with the lowest strength. (If two or more are tied for the lowest, choose one). If that companion is the ring-bearer, they may wear the One Ring until the regroup phase to prevent this.
I'm currently feeling that the two halves of his text are unconnected, and so I'd like to lose the first line. Otherwise the idea is very strong.
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on April 30, 2010, 04:47:33 AM
Other breelanders:

MEC03
[3] Breeland Spy [Men]
Minion • Man
Strength: 6
Vitality: 2
Site Number: 2
When you play this minion, you may spot a [Wraith] card to make a companion (except the Ring-bearer) resistance -2 until the regroup phase.

MEU02
[4] Breeland Traitor [Men]
Minion • Man
Strength: 8
Vitality: 2
Site Number: 2
Alliance: [Wraith]. (You may replace [Men] with [Wraith] anywhere in this card's game text).
When you play this minion, you may spot another [Men] card to search your draw deck for a [Men] card, reveal it, and put it into your hand. Shuffle your draw deck.


I had a random idea: Morgul Skulker, but in [Men]. But then I realised that a strategy designed to start playing at site 2 or 3 would obviously find shuffling in from the discard pile useless, so I thought about fetching a card. Good idea? I wonder if the design would better fit MER03 and transplant an assignment text to MEU02?


I was also thinking about a card like this:

MEU06
[3] RBUL (Resistance Becomes Unbearable Lookalike) [Men]
Event • Maneuver
Twilight. Alliance: [Wraith].
Exert a [Men] minion to exert the Ring-bearer. Then, if the Ring-bearer is exhausted, he or she puts on The One Ring until the regroup phase.
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: chompers on May 01, 2010, 02:59:39 AM
MER03
[2] * Bill Ferny, Informant [Men]
Minion * Man
Strength: 4
Vitality: 1
Site: 2
When you play Bill Ferny at a dwelling site add [2].
Assignment: Discard Bill Ferny and remove [2] to assign a [Wraith] minion to the companion with the lowest strength. (If two or more are tied for the lowest, choose one). If that companion is the ring-bearer, they may wear the One Ring until the regroup phase to prevent this.
I'm currently feeling that the two halves of his text are unconnected, and so I'd like to lose the first line. Otherwise the idea is very strong.

Bill Ferny was at Bree? when he informed the Nazgul they were staying at the inn (or however it happened). Bree = Dwelling? So my thinking was if he is played where he lives (the inn or loosely a dwelling) he is free. This then makes the second part cheaper (as instead of effectively costing 4, it will only be 2 - along with dicarding him to prevent multiple uses). Is it a bit of a stretch or unnecessarily complicated? As a minion he is pathetic without the ability, but the ability is strong. The fellowship has plenty of chances to mess the ability up though, maneuvers and archery both come before assignment (and the free peoples player also has the first assignment action). Maybe he should have better attributes (strength 6, wounds 2) or less cost without the dwelling ability, or perhaps remove the [2] shadow requirement from the assignment ability. Anyway ...  i am rambling ...
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: chompers on May 01, 2010, 03:18:08 AM
Other breelanders:

MEC03
[3] Breeland Spy [Men]
Minion • Man
Strength: 6
Vitality: 2
Site Number: 2
When you play this minion, you may spot a [Wraith] card to make a companion (except the Ring-bearer) resistance -2 until the regroup phase.

MEU02
[4] Breeland Traitor [Men]
Minion • Man
Strength: 8
Vitality: 2
Site Number: 2
Alliance: [Wraith]. (You may replace [Men] with [Wraith] anywhere in this card's game text).
When you play this minion, you may spot another [Men] card to search your draw deck for a [Men] card, reveal it, and put it into your hand. Shuffle your draw deck.


I had a random idea: Morgul Skulker, but in [Men]. But then I realised that a strategy designed to start playing at site 2 or 3 would obviously find shuffling in from the discard pile useless, so I thought about fetching a card. Good idea? I wonder if the design would better fit MER03 and transplant an assignment text to MEU02?


I was also thinking about a card like this:

MEU06
[3] RBUL (Resistance Becomes Unbearable Lookalike) [Men]
Event • Maneuver
Twilight. Alliance: [Wraith].
Exert a [Men] minion to exert the Ring-bearer. Then, if the Ring-bearer is exhausted, he or she puts on The One Ring until the regroup phase.

MEC03 - Seems simple and effective enough. There are plenty of [Wraith] cards that trigger off low resistance.

MEU02 - Fetching any [Men] or [Wraith] card from your draw deck is pretty good stuff. With enough shadow he could fetch three of himself, and then another card. Whether it would be worth it though? As a different strategy .... what about this ...

MEU02
 Breeland Traitor  [Men]
Minion • Man
Strength: 8
Vitality: 2
Site Number: 2
Alliance: [Wraith]. (You may replace [Men] with [Wraith] anywhere in this card's game text).
When you play this minion, you may spot another [Men] card to search your draw deck for a [Men] card and place it in your discard place. Shuffle your draw deck.

Then design cards that fetch cards from discard pile. So this will aid in setting that up? This might link in with the Morgul Skulker concept?

MEU06 - Seems OK. Why Twilight - would that be strange for [Men]. Why do [Men] want the RingBearer wearing the OneRing or do we need to design some cards for that?
Title: Re: TLHH DC Project: The Great Eye - Men
Post by: Thranduil on May 01, 2010, 02:29:22 PM
Bill Ferny was at Bree? when he informed the Nazgul they were staying at the inn (or however it happened). Bree = Dwelling? So my thinking was if he is played where he lives (the inn or loosely a dwelling) he is free. This then makes the second part cheaper (as instead of effectively costing 4, it will only be 2 - along with dicarding him to prevent multiple uses). Is it a bit of a stretch or unnecessarily complicated? As a minion he is pathetic without the ability, but the ability is strong. The fellowship has plenty of chances to mess the ability up though, maneuvers and archery both come before assignment (and the free peoples player also has the first assignment action). Maybe he should have better attributes (strength 6, wounds 2) or less cost without the dwelling ability, or perhaps remove the [2] shadow requirement from the assignment ability. Anyway ...  i am rambling ...
I wasn't doubting your flavour for the first ability, just how it mechanically connects with the second part.

MEU02 - Fetching any [Men] or [Wraith] card from your draw deck is pretty good stuff. With enough shadow he could fetch three of himself, and then another card. Whether it would be worth it though? As a different strategy .... what about this ...
Yes you could be right. But do you really gain anything from using the fetching only to get another copy of itself? Maybe he should be more expensive to make that prospect less appealing. My issue with the discard pile thing is that it makes it too difficult. I could easily see him putting cards on top of your deck though, so that you can set up some stuff for next turn.

MEU06 - Seems OK. Why Twilight - would that be strange for [Men]. Why do [Men] want the RingBearer wearing the OneRing or do we need to design some cards for that?
Twilight is a keyword I tend to use for cards that deal with The One Ring, and specifically the RB wearing it. Not sure if it's necessary, but you should know by now that I tend to just dump keywords everywhere!

I don't think there should be many (if any) other [Men] cards that care about the RB wearing The Ring - it's just for a Breelander/Nazgûl strategy.

Thranduil